BiteInTheMark's screenshot doesn't have Gazebo's
newest iteration, which changed
GC.getBALANCE_UNHAPPY_CITY_BASE_VALUE_DISORDER() from 100 to 25 (quadrupling the dependency on yields), while also reducing the % modifiers. You shouldn't see modifiers of +200% in his iteration.
But yes, if you did somehow manage to get modifiers of 200%, then that unfulfilled need would produce
40 unhappiness (not 60).
You can see that as the modifier increases, needs unhappiness will increase, even if a city maintains the global median throughout the game. Ways to mitigate this include:
- Get above the global median
- Get more happiness
- Get more unhappiness reduction.
As the game goes on, being in a winning position helps to achieve #1 (although high growth counteracts this), and sources for #2 and #3 become more plentiful.